Augmented Reality In Training And Education Market
Information Technology

Global Augmented Reality In Training And Education Market Overview And Prospects

Learn about the global Augmented Reality In Training And Education market through The Business Research Company, which provides information on augmented reality in training and education market size, augmented reality in training and education market drivers and restraints, augmented reality in training and education market players, the COVID-19 impact on the augmented reality in training and education market, and more.

 

The global augmented reality in training and education market size is expected grow from $6.27 billion in 2021 to $10.37 billion in 2022 at a compound annual growth rate (CAGR) of 65.4%. The growth in the market is mainly due to the companies resuming their operations and adapting to the new normal while recovering from the COVID-19 impact, which had earlier led to restrictive containment measures involving social distancing, remote working, and the closure of commercial activities that resulted in operational challenges. The AR in training and education market is expected to reach $68.71 billion in 2026 at a CAGR of 60.4%.

 

The implementation of augmented reality (AR) technology in institutions is driving the market.

 

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The augmented reality in the training and education market consists of sales of augmented reality software for education and training and related products. Augmented reality is the latest advanced technology that is used in education/training to help the students, corporate employees to equip them with the knowledge or acquire skills by experiencing and interacting with different forms of reality, simulation, games, and others.

 

Global Augmented Reality In Training And Education Market Segments Include:

By Category: Primary and Secondary Education, Test Preparation, Reskilling and Certifications, Higher Education, Language and Other Learnings

By Device: Classroom Projectors, Smartphones, Laptops, Others

By End-User: Higher Education, K-12

By Geography: The market is segmented into North America, South America, Asia-Pacific, Eastern Europe, Western Europe, Middle East and Africa.

 

Augmented reality game-based learning is the latest trend in the augmented reality in the training and education market. The combination of games and technology is helping students to perform various activities to gain knowledge/skills.

 

TBRC’s augmented reality in training and education market report covers:

Major Market Players: Google Expeditions Pioneer Program., zSpace, Magic Leap, Alchemy VR, Unimersiv, GAMOOZ, Meta Company, DAQRI, InGage, Popar, Chromville, NEXT/NOW, VironIT, Groove Jones, HQSoftware, INDE, Augment, Metagram, Fishermen Labs, Program-Ace, Apptension, Transition Technologies PSC, Quytech, Craftars, Appentus Technologies, BidOn Games Studio, Mofables, Cortex, ScienceSoft and Gravity Jack and Queppelin.

Regions: Asia-Pacific, China, Western Europe, Eastern Europe, North America, USA, South America, Middle East and Africa.

Countries: Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA.

Time Series: Five years historic (2016-21) and ten years forecast (2022-2026-2031)

 

The Augmented Reality In Training And Education Global Market Report 2022 – Market Size, Trends, And Global Forecast 2022-2026 is one of a series of new reports from The Business Research Company that provides augmented reality in training and education market overviews, analyzes and forecasts market size, share, augmented reality in training and education market players, augmented reality in training and education market segments and geographies, leading competitor revenues, profiles and market shares.

 

TBRC’s augmented reality in training and education market report identifies top countries and segments for opportunities and strategies based on market trends and leading competitors’ approaches.

 

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